I conceded some interesting tactical implications. On a larger scale, planning and preparing the next tactical encounters gets bogged down in many small movement/coordination problems that are repetitive and not very interesting without an immediate threat.
I realize regarding your comments about tactical implications. I was asking about the larger scale. I don't really find myself having movement and/or coordination problems. I just pick a good spot to set up a line, choke point, etc., and send off units to their place in it.
Production and research seem out of sync, in combination with the relative inefficiency of many later buildings this can make progress seem empty and build decisions limited. City growth drops off rapidly, together with samey yields and plentiful per-city-bonuses there is little sense of taking a geographically unique city and shaping its development.
I agree re: production and research prior to the last two patches, but now you can set up seriously powerful production centers and the two are much more in sync, imo. Likewise, city growth. It's *much* easier to grow large cities now. And, with the new tweaks to certain buildings (granary, stable, etc), city specialization is much more meaningful. It even sets up new decisions, as it enables you to make a grassland city with horses, cows, and/or sheep a seriously powerful production center with a stable, a windmill, forge/workship, and maybe a mine and/or a lumber mill or two.
Terrain bonus exist in all previous Civ, and the existence of terrain bonus does not make it suddenly tactical.
I didn't say terrain bonuses in and of themselves are tactical, I said 1upt makes for interesting tactical decisions, in part because of terrain bonuses. Positioning troops on hills to create choke points is much more interesting, tactically speaking, than just throwing an entire stack on a hill.
Formations? What kind of formations are you expecting?
I don't *expect* formations, I *create* them. A line of infantry with seige behind them and cavalry on the wings. A dogleg in the line to protect troops from incoming mounted units on a flanking enemy border, etc.
Flanking is abstracted by having a friendly unit next to your enemy. This is tactical?
Yes, flanking exists as an abstraction (unit upgrade), but that's not what I mean. What I mean is, bringing cavalry around a front line to attack siege units. This isn't possible when siege units are stacked with every other unit owned by your opponent.
The choke points in Civ5 are the few points where land is surrounded by inpassable mountain.
Unless you maneuver your troops to create some of your own. But, the terrain-based choke points make for some very interesting decisions, too.
River crossing is abstracted completely. This is tactical?
This is new? What, do you want your troops to spend a few turns building a makeshift bridge or a bunch of rafts? Or, maybe you meant crossing oceans? If so, yes, it's very abstracted now, but I'm OK with it. *All* logistics are heavily abstracted (more like, omitted) in this game, and I'm OK with ocean crossing going that route, too.
Anyway, all in all, it sounds like you think tactics just kinda happen, when in reality, they requires forethought and creativity.
All of you are dreaming of some advanced field tactics in a Turn Based game...
Play Supcom if you want supreme tactics, Play Civilization for Empire Management.
I'm not dreaming of anything. I'm enjoying the game within its own scope. I don't see anyone claiming that ciV is a tactics modeler of the highest order, just that tactics actually have a role now, and that makes things more interesting, imo.